But what to do when you want to recieve them without pinging the server constantly?

That's what WebSockets are designed for - that gives you a bidirectional data flow mechanism where both ends can push data and trigger interrupts on the opposite end. For this you'd create a WebSocket with `WebSocketClient` which would bind that WebSocket to a callback event - your WebSocket server can then pipe data to the gamemode which would call the callback. You can also send data to the web server via `WebSocketSend`. See an example in the unit tests: https://github.com/Southclaws/pawn-r....pwn#L173-L231

I did also recently update the Redis plugin to use the pub/sub mechanism so that is also a viable option if you want to have multiple consumers or multiple senders of a particular communication channel.

That's what WebSockets are designed for - that gives you a bidirectional data flow mechanism where both ends can push data and trigger interrupts on the opposite end. For this you'd create a WebSocket with `WebSocketClient` which would bind that WebSocket to a callback event - your WebSocket server can then pipe data to the gamemode which would call the callback. You can also send data to the web server via `WebSocketSend`. See an example in the unit tests: https://github.com/Southclaws/pawn-r....pwn#L173-L231

I did also recently update the Redis plugin to use the pub/sub mechanism so that is also a viable option if you want to have multiple consumers or multiple senders of a particular communication channel.

Oh, I didn't noticed that the plugin already supports WebSockets, my bad. I think for most things WebSockets might do the job then.

For things that only need simple messages back and forth, it seems this is pretty much the best solution available at the moment, well done.